ASB Tournament 1st Round: Orcinus Duo Vs. Lord Jesseus

Welcome one and all to this match of the First round of the First ASB Team Tournament! This Epic clash shall be between the respective Doubles players of team Darkwing Ducks and Team The Cookie Crisp Corgis, Lord Jesseus and Orcinus Duo! Before we begin this match, we will review the Rules and mons to be used:

4v4 Doubles
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
Switch rules were not agreed upon by both players, so a coinflip shall determine the ruling! Heads for KO, and Tails for OK:
And the result is Switch=KO

Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Immunity:
Type: Innate
This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Type: Poison/Ghost
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie:
Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW):
Type: Can be Activated, unlocked
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Mind (Mr. Mime) (F)
Nature: Timid
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Soundproof:Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter:Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician (DW):Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Gamma the Rotom-F(Move your mouse to reveal the content)Gamma the Rotom-F (open)Gamma the Rotom-F (close)

Rotom-F [Gamma]Nature: Timid (+Spe, -Atk)

Type:Ghost*: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.*Different depending on form:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Rho the Marowak(Move your mouse to reveal the content)Rho the Marowak (open)Rho the Marowak (close)

Marowak [Rho a.k.a Boner] (Male)Nature: Brave (+Atk, -Spe)

Type:Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.Stats:

Abilities:Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Battle Armour (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Theta the Gyarados(Move your mouse to reveal the content)Theta the Gyarados (open)Theta the Gyarados (close)

Gyarados [Theta] (Male)Nature: Quiet (+SpA, -Spe)

Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Solarbeam combo deals 42.75 damage (12x2.25+1.5)x1.5, hi jump kick deals 13+3-1.75=14.25, adding up to 57 which just knocks out marowak, while marowak deals a lol-worthy 11 damage to mr. mime, leaving her with 1hp left. Fake out gyarados stops the hydro pump. Thunder+thunder combo, mr mime being faster and both she and gyarados at -1 priority, hits during semi invulnerable stage of bounce during which thunder can't miss. This gives us 12x2.25x2.25=60.25 damage, leaving gyara with 23.25 after poison damage. Bounce deals (10+3+1.5)x1.5-1.75=20 dmg, meaning that counter easily KOs. Jesseus is two mons down, I am left with a cooling down Mr. Mime that still has an endure left in her and a half hp scrafty.

The 2nd Round of the tourny match opens with a hushed silence overtaking the crowd as they watch with anticipation the exciting round that is about to unfold. Mind starts the round off by calmly absorbing a large amount of light into him self as Pants dashes forward and takes Rho by surprise by leaping into the air and coming down on him with a devastating kick. Angered, Rho does his own little leap and brings his bone club down, splitting the arena floor and causing an earthquake to throw Mind and Pants off balance. However just as Rho is pulling his club out of the ground, a collective gasp goes up from the crowd as a massive stream of light erupts from Mind, completely engulfing Rho and launching him across the arena and slamming him into the backwall, removing him from this fight.

As Theta regards his downed teammate, Pants once again gets the drop on Lord Jesseus' team by rushing forward and bringing both hands down on the sides of Theta's face, surprising the massive serpent and causing it to thrash around wildly as Mind gets back up and prepares her next action.

As Theta regains his composure, the arena grows dark and begins to smell of ozone as Mind begins charging her next attack. Theta senses danger and decides to spring up into the air and shoot down like an arrow at Pants, smashing him into the ground and hitting a nerve, leaving Pants paralyzed! Pants however wastes no time and unleashes a reddish aura that crashes into Theta and sends the serpent flying back, and to add to the carnage, a massive lightning bolt, larger than the already massive serpent drops from the sky, engulfing Theta. The bolt dissipates to reveal Theta charred on the ground, unable to continue battling.

Rotom can be caught just like any other Pokemon; however, its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances. Once Rotom has an appliance form it may discard it at any time and move to another appliance (if it is available) or to no appliance.Phasing into or out of an appliance in battle takes up an action.

So since there are no appliances lying around since this is in the ASB arena, and LJ didnt specify that he was bringing in one of the mobile appliances, Rotom can only move in and out of the refrigerator form. Please issue orders orcinus ^.^

All right then. Thanks to you two, we are now two mons up and look to be in a great position to win this match. Mind, your combos were absolutely amazing, and yet you still manage to stand, if only by a sliver, after all of that. Without a doubt, you've proved my point in that you are perhaps one of the best mons in ASB. Pants, my first fully evolved Pokemon, you've done extremely well not missing with that crucial Hi Jump Kick. Both of you, very well done in taking down fearsome opponents.. I know you're both tired, but you can hold it up for at least one more round. Whatever happens in this match, know that I am so proud of you both. We're fighting one of the most experienced battlers in ASB, with all of the odds and expectations stacked against us. But we'll pull through, with whatever strength we can muster, and it will be enough.

Reeling from the debacle of the previous round, Lord Jesseus sends out his remaining team members with grim determination. Sigma and Gamma take to the field ready to blitz the opposition, as Sigma quickly throws up a barrier to protect it from the powerful surge of electricity released by Gamma. The electricity surges across the field and mows over Orcinus' team, knocking Mind out. Pants attempts to get vengeance by leaping forward and headbutting Sigma with powerful psychic force, but the attack bounces of Sigma's barrier.

The Protective teamwork continues into the second round as Gamma decides to go on the defensive this time, putting a barrier up around Sigma again, deflecting yet another telekinetic headbutt from Pants. Sigma takes this time while protected to focus all his energy into a single punch, then as soon as the barrier comes down, Sigma leaps forward, bringing his fist down on Pants crushing him into a crater in the ground.

As Pants attempts to crawl out of the crater and regain his footing, Gamma quickly sets up a translucent barrier around itself and Sigma, as Sigma throws another punch, connecting with Pants jaw and sending him flying across the arena, knocking him out.

so i really hope gengar doesn't get frozen A1, if it does i will cry, like i will /cry/.

Dream Eater does 19.5, brick break 9.5, psychic 18.75, meaning i have 52.25 damage to do on A3. Psychic combo as mentioned deals 39.375, and then sludge bomb deals 9 (base)+3 (stat)+ 3 (stab)=15, total 54 point something, meaning for the second time in the game i manage to barely knock out one of jesseus mons.

The Veekun page for Magic Coat used to have some errors regarding its users. Namely, it listed mons eg Gengar that didn't actually learn it. I was already aware of Gengar, but recently the page was fixed; Gengar was removed but so was at least one other Pokemon: Machamp. Until this afternoon I thought that Machamp could learn Magic Coat, as stated by Veekun, but it turns out this is not the case. So even though Magic Coat is listed in my Machamp's moves, don't go subbing for that when you attack next round. (assuming Machamp still stands)
I'll have to notify some other people as well...